Open architecture communications in a gaming network

ABSTRACT

Open architecture communication systems and methods are provided that allow flexible data transmission between gaming machines and other devices and nodes within a gaming machine network. The gaming machine and other devices employ a communication interface that sends and receives data via a common communication protocol and via common communication hardware. The communication interface and common communication protocol allow data transfer between gaming machines and other network nodes such as gaming service servers, despite the presence of different proprietary gaming machine functions and proprietary communication protocols and despite the presence of various proprietary hardware and proprietary communication protocols relied on by the servers.

CROSS REFERENCE TO RELATED APPLICATIONS

This application is a divisional application and claims priority topending U.S. patent application Ser. No. 11/830,816 entitled “OPENARCHITECTURE COMMUNICATIONS IN A GAMING NETWORK”, filed on Jul. 30,2007, which is a continuation of and claims priority to pending U.S.patent application Ser. No. 10/716,319 entitled “OPEN ARCHITECTURECOMMUNICATIONS IN A GAMING NETWORK”, filed on Nov. 17, 2003, now U.S.Pat. No. 7,438,643, which is a divisional application of and claimspriority to U.S. patent application Ser. No. 10/184,451, entitled “OPENARCHITECTURE COMMUNICATIONS IN A GAMING NETWORK”, filed on Jun. 26,2002, now U.S. Pat. No. 6,682,423, which is a continuation-in-part ofand claims priority to U.S. patent application Ser. No. 09/838,033,entitled “UNIVERSAL PLAYER TRACKING SYSTEM”, filed on Apr. 19, 2001, nowU.S. Pat. No. 6,722,985, all of which are incorporated by referenceherein for all purposes.

FIELD OF INVENTION

This invention relates to communication systems and methods used withgaming machines such as video slot machines and video poker machines.More particularly, the present invention relates to methods andapparatus for providing open architecture communications systems thatmay incorporate the use of numerous vendor proprietary protocols.

BACKGROUND OF THE INVENTION

Gaming machines, such as a slot machine or video poker machine, arebecoming increasingly sophisticated. Many slot and gaming machines nowemploy processor driven systems that output information on CRT videodisplay screens in place of more traditional mechanically-driven reeldisplays.

There are a wide variety of associated devices that can now be connectedto a processor driven gaming machine. Some examples of these devices areplayer tracking units, lights, ticket printers, card readers, speakers,bill validators, ticket readers, coin acceptors, display panels, keypads, coin hoppers and button pads. Many of these devices are built intothe gaming machine or components associated with the gaming machine suchas a top box which usually sits on top of the gaming machine.

Typically, utilizing a master gaming controller, the gaming machinemanages various combinations of devices that allow a player to play agame on the gaming machine and also encourage game play on the gamingmachine. For example, a game played on a gaming machine usually requiresa player to input money or indicia of credit into the gaming machine,indicate a wager amount, and initiate a game play. These steps requirethe gaming machine to manage input devices, including bill validatorsand coin acceptors, to accept money into the gaming machine andrecognize user inputs from devices, including key pads and button pads,to determine the wager amount and initiate game play. After game playhas been initiated, the gaming machine determines a game outcome,presents the game outcome to the player and may dispense an award ofsome type depending on the outcome of the game.

The operations described above may be carried out on a gaming machinewhen the gaming machine is operating as a “stand alone” unit or linkedin a network of some type to a group of gaming machines. As technologyin the gaming industry progresses, more and more gaming services arebeing provided to gaming machines via proprietary networks that linkgroups of gaming machines to a remote computer that provides one or moreproprietary gaming services. As an example, gaming services that may beprovided by a remote computer to a gaming machine via a proprietarynetwork of some type include player tracking services, accountingservices, electronic funds transfers to/from the machine, externalwins/awards, ticket redemption, lottery services, progressive gameservices and bonus games.

Typically, network gaming services enhance the game playing capabilitiesof the gaming machine or provide some operational advantage in regardsto maintaining the gaming machine. Thus, gaming services provided togroups of gaming machines linked over a proprietary network have becomevery desirable in the gaming industry.

A current barrier to increasing the number of network gaming servicesprovided to groups of gaming machines is the complexity of theproprietary communication networks associated with providing thosenetwork gaming services. Within the gaming industry, the evolution ofnetwork gaming services has produced a gaming service networkenvironment where each network gaming service is provided utilizing aseparate proprietary communication protocol, and associated networkhardware. As a result, the communication protocols and hardware used toprovide one network gaming service by one manufacturer is typicallyincompatible with the communication protocol and hardware used toprovide a second network gaming service provided by anothermanufacturer.

As a result, the current proprietary networked gaming arena uses manyproprietary gaming services that have been developed by differentmanufactures and rely on an abundant number of independent andconcurrently running proprietary communication protocols and networks.Thus, to provide four network gaming services to a gaming machine, suchas player tracking, bonus games, progressive games and cashlessticketing, four separate communication protocols and hardware networksare typically used.

For gaming machine operators and gaming machine manufacturers, a numberof disadvantages arise from the lack of standardization. A firstdisadvantage is that the variations of hardware and protocols frommanufacturer to manufacturer add to the complexity of the design andmaintenance of a gaming machine network. Currently, there are at least19 different companies that manufacturer player tracking units that canbe mounted in a gaming machine. Each of these companies use differenthardware and different communication protocols to implement their playertracking unit.

Other disadvantages include: 1) disruptions to gaming operations when anew gaming service network is added, 2) the cost of installing entirelynew network hardware or implementing a new protocol each time a gamingservice is added, 3) costs associated with maintaining a complex networkinvolving multiple gaming service networks and protocols supported bydifferent vendors and 4) difficulties associated with moving gamingmachines connected to a complex set of multiple gaming service hardwarenetworks (e.g. to reconfigure a casino floor).

In view of the above, it would be desirable to provide a gaming machinenetwork that reduces complexity of gaming machine networks.

SUMMARY OF THE INVENTION

This invention provides gaming machine systems and methods thatimplement open architecture communication and allow flexible datatransmission between gaming machines and other devices and nodesconnected to a gaming machine network. The gaming machine and otherdevices employ a communication interface that sends and receives datavia a common communication protocol. The communication interface andcommon communication protocol allow data transfer between gamingmachines and other network nodes such as gaming service servers, despitethe presence of different proprietary gaming machine functions andproprietary communication protocols—and despite the presence of variousproprietary hardware and proprietary communication protocols relied onby the servers.

Regardless of the originating format, gaming machine data and messagesaccording to the present invention are packaged and transmitted acrossthe network according to the common network protocol. A receivingcommunication interface then unpackages the data from the common networkprotocol and may process or further transmit the data as desired. Acommunication interface is thus associated with each end of thetransmission. More specifically, a communication interface packages—andunpackages—gaming machine data and messages into—and out of—the commonnetwork communication protocol from one or more non-networkcommunication protocols. For example, the communication interface maypackage data normally transmitted in a proprietary gaming machinecommunication protocol into the common network communication protocolfor a wide array of proprietary communication protocols and gamingmachine services on one common pipe.

The techniques of the present invention may use common hardware tocommunicate across the network. This reduces the amount of wiring andassociated hardware required to communicate across the network in allthe dissimilar proprietary communication protocols normally used. Thus,communication interfaces as described herein allow a gaming machine tosend and receive data originally transmitted across native andproprietary hardware—without requiring the gaming machine to implementthe dedicated and disparate proprietary hardware, such as networkwiring, outside of the communication interface. In some cases, a commonnetwork connection from the communication interface may be used forcommunication with numerous servers that each employs a differentproprietary communication protocol.

The techniques of the present invention are particularly useful when anumber of gaming machine functions on a gaming machine each operate witha different communication protocol and different communication hardware.For example, a first communication interface (i.e. layer) of the presentinvention may be responsible for re-packaging gaming machine dataproduced (and conventionally transmitted) in a proprietary gamingmachine communication protocol into a common network protocol. The firstnetwork interface may be associated with a gaming machine server thatprovides services such as progressive game services, bonus gameservices, player tracking services, cashless ticketing services, gamedownloading services, prize services, entertainment content services,concierge services, lottery services and money transfer services. Eachservice may utilize a different communication protocol. A second networkinterface layer may then be responsible for unpackaging the data fromthe common network protocol. The second network interface may beincluded in a gaming machine or included in a peripheral deviceassociated with the gaming machine, e.g., in a player tracking unit. Forthe player tracking unit, the interface may also be responsible forfurther transmitting the data to the gaming machine (or a peripheraldevice associated with the gaming machine awaiting the transmission) inthe proprietary gaming machine communication protocol.

The communication interface may be employed in the open architecturenetwork in a number of ways. In one embodiment, a gaming machine of thepresent invention includes the communication interface within the gamingmachine, e.g., on a communication board. It is also contemplated that aperipheral device, such as a player tracking unit, in communication withthe gaming machine may include the communication interface. In anotherembodiment, the communication interface is a dedicated communicationperipheral device in communication with the gaming machine. Further,servers that provide a gaming service in the gaming network, such asgeneral accounting and player tracking servers, may employ acommunication interface that translates between proprietarycommunication protocols and the common network protocol. Regardless ofwhere it is implemented in a gaming machine network, the communicationinterface may be thought of as a translator between any proprietarycommunication protocols and the common network protocol.

In one aspect, the present invention relates to a gaming machineimplemented on a gaming machine network. The gaming machine comprises amaster gaming controller designed or configured to manage a game playedon the gaming machine. The gaming machine employs a first communicationprotocol for implementing a first gaming machine function and employs asecond communication protocol for implementing a second gaming machinefunction. The gaming machine also comprises a communication interfacedevice in communication with the master gaming controller. Thecommunication interface device is designed or configured to communicatedata in both the first and second communication protocols andcommunicate the data in a third communication protocol over a gamingmachine network using the third communication protocol.

In another aspect, the present invention relates to a communicationinterface for communicating between a gaming machine and a gamingmachine network. The interface comprises multiple non-networkcommunication ports. The first non-network communication ports allowscommunication of data according to communication protocol one. Thesecond non-network communication ports, allows communication of dataaccording to communication protocol two. The interface also comprises anetwork communication port. The network communication port allowscommunication of data according to a third communication protocol.

In yet another aspect, the present invention relates to a method ofproviding data between a gaming machine and one or more gaming machineservers in a gaming machine network. The method comprises configuring afirst communication port included in a communication interface tocommunicate data according to a first communication protocol used by afirst gaming machine function on the gaming machine. The method alsocomprises configuring a second communication port included in thecommunication interface to communicate data according to a secondcommunication protocol used by a second gaming machine function on thegaming machine. The method further comprises establishing acommunication connection between the communication interface and aserver in the network using a third communication protocol. The methodadditionally comprises transmitting data from the server to thecommunication interface using the third communication protocol. Themethod also comprises converting the data from the third communicationprotocol to one of the first and second communication protocols. Themethod further comprises transmitting the data from the communicationinterface to a processor in the gaming machine or to a peripheral deviceassociated with the gaming machine in the one of the first and secondnon-network communication protocols.

In still another aspect, the present invention relates to a gamingmachine implemented on a gaming machine network. The gaming machinecomprises a master gaming controller designed or configured to manage agame played on the gaming machine. The gaming machine employs a firstproprietary communication protocol for implementing a first proprietarygaming machine function. The gaming machine also employs a secondproprietary communication protocol for implementing a second proprietarygaming machine function. The second proprietary communication protocolis different from the first proprietary communication protocol. Thegaming machine also comprises a communication interface device incommunication with the master gaming controller. The communicationinterface device is designed or configured to communicate data in boththe first and second communication protocols and communicate the data ina third communication protocol over a gaming machine network using thethird communication protocol.

In another aspect, the present invention relates to a player trackingunit in communication with a gaming machine and a gaming machinenetwork. The player tracking unit comprises processor logic that employsa player tracking communication protocol for implementing a playertracking service. The player tracking unit comprises a communicationinterface device in communication with the gaming machine and the gamingmachine network. The communication interface device is designed orconfigured to communicate data in both the player tracking communicationprotocol and a second communication protocol with the gaming machine andcommunicate the data in a third communication protocol over the networkusing a third communication protocol.

Another aspect of the present invention provides a player trackingsystem. The player tracking system may be generally characterized asincluding: a player tracking server, a plurality of gaming machines withplayer tracking units and a network designed or configured to allowcommunication between the plurality of gaming machines and the playertracking server. The player tracking server and gaming machines eachemploy a common and non-proprietary communication protocol and hardware.

Another aspect of the invention pertains to computer program productsincluding a machine-readable medium on which is stored programinstructions for implementing the methods described herein. Any of themethods of this invention may be represented as program instructionsand/or data structures, databases, etc. that can be provided on suchcomputer readable media such as smart card, compact flash memory card,memory stick, RAM, CD-ROM, CD-DVD, hard drive, etc.

These and other features and advantages of the invention will bedescribed in more detail below with reference to the associateddrawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1A is a block diagram of a gaming machine network employingmultiple communications interface devices in accordance with oneembodiment of the present invention.

FIG. 1B is a block diagram of the gaming machines of FIG. 1A and theirassociated communication interfaces.

FIGS. 2A and 2B are block diagrams of a dedicated communicationinterface 52 in accordance with a specific embodiment of the presentinvention.

FIG. 3 illustrates a gaming machine of FIG. 1A in accordance with oneembodiment of the present invention.

FIG. 4 is a block diagram of a player tracking unit in digitalcommunication with a master gaming controller on a gaming machine inaccordance with one embodiment of the present invention.

FIG. 5 is a process flow depicting a method providing communicationsbetween a gaming machine and one or more devices on a network, such asgame service servers, using communication techniques of the presentinvention.

DESCRIPTION OF THE PREFERRED EMBODIMENTS

The present invention will now be described in detail with reference toa few preferred embodiments thereof as illustrated in the accompanyingdrawings. In the following description, numerous specific details areset forth in order to provide a thorough understanding of the presentinvention. It will be apparent, however, to one skilled in the art, thatthe present invention may be practiced without some or all of thesespecific details. In other instances, well known process steps and/orstructures have not been described in detail in order to notunnecessarily obscure the present invention.

FIG. 1A illustrates a block diagram of a gaming machine network 50 thatemploys communications interfaces in accordance with one embodiment ofthe present invention. Gaming machine network 60 includes a community ofgaming machines 2, servers 71-74, communication interfaces 52, and anetwork 60 that provides digital communication between all nodes ingaming machine network 50.

A few examples of network 60 connecting gaming machines 2 and one ormore of servers 71-74 include a casino area network, a wide areaprogressive network, a bonus game network or a cashless system network.For simplicity only three gaming machines are shown in FIG. 1A.Typically, network 60 connects each gaming service server 71-74 to agroup of gaming machines. For instance, in a casino, accounting server71 may communicate with hundreds of gaming machines located on thecasino floor. In addition, the number and types of gaming services mayvary from gaming machine to gaming machine. For example, on a casinofloor, only a fraction of the gaming machines may be connected to aprogressive game server 72 while nearly all of the gaming machines willbe typically connected to the accounting server 71.

Servers 71-74 each provide a separate gaming service for gaming machines2 across network 60. More specifically, four different servers providinggaming machine services are shown: accounting services provided by anaccounting server 71, progressive gaming services provided by aprogressive server 72, player tracking services provided by a playertracking server 73, and cashless pay services provided by a cashless payserver 74. Each service provided by servers 71-74 transmits dataaccording a proprietary communication protocol and proprietary hardware.

Communication interfaces 52 d-52 g provide data transmission andcommunication protocol translation services for accounting server 71,progressive server 72, player tracking server 73, and cashless playerserver 74, respectively. As is typical in the gaming industry, aseparate remote computer, network hardware and connection scheme isusually used to provide each network gaming service onto a dedicatednetwork. Each type of server 71-74 may thus utilize a differentproprietary communication protocol, remote computer, proprietary networkhardware and proprietary connection scheme to communicate gameinformation within network 50. A communication interface 52 for eachserver is then responsible for providing data transmission services foreach server 71-74 onto the common protocol and hardware used on network60. The data transmission services include communication protocolpackaging, unpackaging and translation services to and from a commoncommunication protocol used in network 50 for each service 71-74,regardless of the proprietary communication protocol used by each server71-74. The communication interface 52 for each server also provideshardware connectivity for each service 71-74 to a common hardware usedin network 50, regardless of any concurrently running proprietaryhardware employed by each server 71-74.

As shown, gaming machines 2 a-2 c are each in digital communication withcommunication interfaces 52 a-52 c, respectively, via game serviceconnections 54. Gaming machine 2 a thus communicates with network 60 andany devices and services connected therewith through communicationinterface 52 a. Similarly, gaming machines 2 b and 2 c communicate withnetwork 60 through communication interfaces 52 b and 52 c, respectively.The communication interfaces 52 a and 52 c are external to gamingmachines 2 a and 2 c. The communication interface 52 b is disposedinside of the gaming machine 2 b.

As the term is used herein, a communication protocol refers to a set ofconventions governing the treatment and formatting of data between twodevices in system 50. The protocol determines, for example, how devicesin network will send or receive a message, indicate when they havefinished sending or receiving a message, the type of error checking tobe used, and any method of data compression if used. In system 50, atleast two layers of communication protocol are used: a networkcommunication protocol used between interfaces 52 and one or morenon-network communication protocols used between interfaces 52 and anyother device in the network. The communication interfaces 52 thenconvert between the two layers, as required. For example, playertracking server 73 may utilize one proprietary communication protocolbetween player tracking server 73 and interface 52 f. Accounting server71 providing accounting services may utilize a second proprietarycommunication protocol between accounting server 71 and interface 52 d.Communication interfaces 52 f and 52 d translate data and messages fromthe proprietary communication protocol used by each server to a networkcommunication protocol that carries data to any other communicationinterface 52. A communication interface 52 a-52 c for one of the gamingmachines 2 a-2 c may receive and remove the data from the networkcommunication protocol and transmit the data to one of the gamingmachines 2 a-2 c in the proprietary communication protocol used by thesending server 71 or 73.

The communication interfaces 52 thus translate data from onecommunication protocol to another communication protocol. Typically,this comprises packaging and re-packaging data according to the networkcommunication protocol. As the term is used herein, a networkcommunication protocol refers to a communication protocol that is usedbetween communication interfaces of the present invention. In oneembodiment, the network communication protocol is a TCP/IP communicationprotocol. Other suitable network communication protocols suitable foruse in system 50 include ATM, SLIP, PPP, or a layer/protocol transmittedon top of TCP/IP.

In one embodiment, the network communication protocol isnon-proprietary. As the term is used herein, proprietary protocols andhardware encompasses protocols and hardware that have been developed,sold or maintained by a person, persons, company, or other entity in thegaming industry. This may include proprietary and applicationcommunication protocols developed by gaming machine manufacturers andgaming service suppliers.

System 50 uses non-network and proprietary communication protocolsbetween interfaces 52 and gaming machines 2 or between interfaces 52 andservers 71-74. The proprietary protocols allow communication of datacorresponding to one or more gaming machine functions. The gamingmachine functions relate to, for example, games playable on the gamingmachine, game expression on a gaming machine, or services provided bythe gaming machine such as player tracking services, accountingservices, bonus game services, progressive game services, conciergeservices, and cashless or cashless/ticketing services. The non-networkand proprietary protocols are programmed in gaming software residing ona gaming machine 2 or a communication interface. For instance, thenon-network communication protocols for gaming machine 2 a include anaccounting service protocol, a progressive game service protocol, aplayer tracking service protocol and a cashless/ticketing serviceprotocol. In another embodiment for gaming machine 2 b, the non-networkcommunication protocols may include the accounting service protocol, theprogressive game service protocol, the player tracking service protocol,the cashless/ticketing service protocol, a concierge service protocoland a bonus game service protocol. Thus, the number and type ofnon-network communication protocols residing on software in a gamingmachine may vary from gaming machine to gaming machine.

For example, a proprietary communication protocol may include a playertracking unit protocol developed by a player tracking unit manufacturer.At the time of filing, there were as many as 19 different manufacturesof player tracking units. Many of these manufacturers use differentcommunication protocols. For example, player tracking units manufacturedby International Game Technology (IGT) of Reno, Nev. use the SlotAccounting System (SAS) communication protocol which may be differentfrom the communication protocols used by player tracking unitsmanufactured by Bally's Gaming Systems or Acre's Gaming Incorporated. Insome cases, different models of player tracking hardware from the samemanufacturer may use different communication protocols.

Non-network communication protocols may also refer to applicationspecific protocols that are programmed in gaming software residing on agaming machine 2 or an associated peripheral device and utilized forcommunications therebetween. As an example, a player trackingcommunication protocol may be described in a generic communicationprotocol such as a mark-up language or a proprietary communicationprotocol used by a particular gaming machine function.

The non-network communication protocol may also include a physicalcommunication protocol employed by physical devices that communicatedata between a communication interface 52 a-52 c and a gaming machine 2,between a communication interface 52 a-52 c and a gaming machineperipheral device, or between a communication interface 52 d-52 g and agaming machine service such as servers 71-74. Physical protocols mayinclude serial communication protocols such as RS-422/485 and RS-232,and physical communication protocols associated with physicalinterfaces, etc.

Game service connections 54 allow data communication between eachinterface 52 and a gaming machine, peripheral device, server, or anyother non-interface 52 device in system 50. A number of characteristicsmay be associated with each game service connection 54, including: 1) aphysical interface with a physical communication protocol and 2) anapplication or proprietary communication protocol. The physicalinterface may include parameters such as the cable type, type of pinconnectors, signal voltage levels and baud rate while the physicalcommunication protocol may include parameters such as number of stopbits, number of start bits, parity and bits per byte. Asynchronousserial and synchronous serial are common. Typically, the proprietaryprotocol is a higher level protocol than the physical communicationprotocol and is carried over the physical interface using the physicalcommunication protocol. Both of these may be packaged in the networkprotocol by a communication interface 52 for communication betweeninterfaces 52. Thus, for instance, a message from the accounting server71 requesting meter information on the gaming machine 2 a, such as “coinin”, may be translated into a format consistent with the physicalcommunication protocol and physical interface from a proprietaryaccounting protocol, transmitted to communication interface 52 d,repackaged into the network communication protocol implemented bycommunication interface 52 d, sent to communication interface 52 a,unpackaged from the network communication protocol, and sent to thegaming machine 2 in the physical communication protocol and physicalinterface.

RS-422/485, Fiber Optic, RS-232, DCS Current Loop, Link ProgressiveCurrent Loop, FireWire, Ethernet and USB are examples of physicalinterfaces with associated physical communication protocols which may beutilized on one of the connections 54. RS-422/485 and RS-232 are serialcommunication protocols established by the Institute of Electronic andElectrical Engineers (IEEE). DCS Current Loop and Link ProgressiveCurrent Loop are proprietary communication standards developed byInternational Gaming Technology, Reno, Nev. FireWire is a cross-platformimplementation of the high-speed serial data bus (defined by IEEEStandard 1394-1995) that can move large amounts of data between gamingmachines and peripheral devices.

In one embodiment, a communication interface 52 receives gaming machinefunction data from a gaming machine 2 using four or eight communicationports leading to game service connections 54, where each communicationport is connected one of the game service connections 54. Thecommunication ports are configured to be compatible with the physicalinterface and physical communication protocol of each game servicenetwork interface connected to the port such that the message may bereceived in a non-network or proprietary communication protocol used bythe gaming machine. For this invention, the number of game serviceservers, game service network interfaces and communication ports mayvary (e.g. 16 game service servers, 16 game service network interfacesand 16 communication ports) and is not limited to four or eight of each.

In addition to common network protocol usage between interfaces 52 a-52g, system 50 employs common network communication hardware for datatransmission between communication interfaces 52 a-52 g. As shown,communication interfaces 52 a-52 c each comprise a common network line,57 a-57 c, to network 60. Data may be transmitted through thecommunication interface 52 using a single network line 57 connected tothe output communication port. The communication interface 52 may be awired Ethernet connection or any other communication medium allowingcommunication between interface 52 and network 60. In one embodimentwhere the network line 57 is a wired Ethernet connection, differentwired connection schemes such as fiber optic cables, coaxial cables ortwisted pair cables may be employed between interface 52 and network 60.One advantage to minimizing the number of wire connections between thecommunication interface 52 and network 60 is simplifying the process ofreconfiguring a large number of gaming machines on a casino floor thatuse this system. Universal Serial Bus (USB) (Communication protocolstandards by the USB-IF, Portland, Oreg., http://www.usb.org) is anothercommunication methodology suitable for use with network line 57. Networklines 57 may use a wire connection scheme, a wireless connection schemeor combinations of wireless and wire connection schemes to connect thenetwork nodes, gaming machines and game service servers.

The communication interface 52 may convert data and messages received ateach communication port to a network communication protocol such thatthe messages from each communication port may be sent via a network line57, which is connected to a network communication port on thecommunication interface 52. Messages to all of the game service servers71-74 and other network 60 nodes from a gaming machine 2 may betransmitted via the network communication port. For instance, when thecommunication interface 52 uses a TCP/IP communication protocol as thenetwork communication protocol, messages received at each communicationport via connections 54 may be encapsulated, addressed and sent to theappropriate game service server using TCP/IP. The encapsulation,addressing and sending of messages is performed with processor logicstored on the communication interface 52. In a specific TCP/IPembodiment, each communication interface 52 may be assigned an IPaddress.

Communication interface 52 a may receive messages from the four gameservice servers 71-74 via the network line 57 at the networkcommunication port on the communication interface 52 in the networkcommunication protocol. Using processor logic, the communicationinterface 52 may determine a destination communication port for eachmessage, convert the message to the non-network communication protocolassociated with each port and send each message to the destinationcommunication port. For instance, when TCP/IP communication protocol isthe network communication protocol and the accounting server 71 and thegaming machine 2 communicate using a TCP/IP protocol the networkcommunication port of communication interface 52 d and the networkcommunication port of communication interface 52 a, the accountingserver may encapsulate a data in SAS for the gaming machine 2 and sendit to communication interface 52 d, which transmits the data in using aTCP/IP protocol to communication interface 52 a. When the communicationinterface 52 a receives the data at the network communication port, thecommunication interface 52 a may un-encapsulate (unpackage) the data andsend it in the SAS protocol to the gaming machine 2 using a connection54.

Communication interface 52 as well as other network 60 hardware may betransparent to the gaming machine 2. In one embodiment, the gamingmachine 2 may send a message over one of the communication interfaces 52assuming it will reach a particular game service server without anyknowledge of the network 60 hardware between the gaming machine and thegame service server. Additionally, the gaming machine 2 may receive amessage from one of the game service servers over one of thecommunication interfaces 52 without knowledge of the network hardwarebetween the gaming machine and the game service server.

One advantage of using a common network communication protocol, such asa TCP/IP protocol or another common communication protocol able totransport multiple proprietary protocols, in system 50 is that thenumber of connections into a gaming machine may be reduced. For example,in FIG. 1A, gaming machine 2 a is connected to the network 60 viaconnection 57 a. Thus, using a TCP/IP communication protocol, oneconnection may be used to communicate between gaming machine 2 a andnetwork 60 and any devices on network 60, including servers 71-74. Inaddition, one communication protocol may be used to communicate with asingle server providing multiple services. For example, the server 71may provide accounting services, player tracking services andprogressive game services.

While performing various communication functions, a communicationinterface 52 may package and route messages without interpreting thecontents of the messages. Thus, the communication interface 52 maypackage and route an encrypted message from a game service server to thegaming machine 2 without decrypting the message. For example, using aTCP/IP communication protocol, the encrypted message from the gameservice server may be received as a payload of an encapsulated messageat the communication interface 52. The encrypted message may beun-encapsulated (unpackage) and forwarded to one of the communicationports and then decrypted at the gaming machine. Also, as part of themessage conversion process, communication interface 52 may be used toencrypt messages. For example, before sending a message to one of thegaming service servers using network line 57, the communicationinterface 52 may encrypt the message.

The proprietary communication protocols and hardware used in system 50may be application specific and vary greatly from manufacturer tomanufacturer as well as from application to application. For example, aplayer tracking unit installed in the gaming machine 2 c may be used toprovide both player tracking information to the player tracking server73 and accounting information to the accounting server 71 viacommunication interfaces 52 c, 52 d, and 52 f. Many different companiesmanufacture player tracking units including: 1) Acres Gaming, Inc., LasVegas, Nev., 2) Bally's Gaming Systems, Las Vegas, Nev., 3) Aristocrat,Inc., Reno, Nev., 4) Casino Data Systems, Las Vegas, Nev., 5) GamingSystems International, Las Vegas, Nev., 6) IGT, Reno, Nev., 7) MikhonGaming Corporation, Las Vegas, Nev., 8) Sigma Game, Inc., Las Vegas,Nev., 9) WMS Gaming, Inc., Chicago, Ill. The proprietary communicationprotocol used by each player tracking unit manufacturer may be differentfor each manufacturer. According to system 50, each of these proprietaryprotocols is packaged in a network protocol, such as TCP/IP, fortransmission between interfaces 52.

For instance, player tracking units manufactured by IGT may use a SlotAccounting System (SAS) protocol to conventionally send data between aplayer tracking unit and the accounting server 71. However, for system50, a player tracking unit sends data from the player tracking unit toan interface 52, which then packages the data in network protocol andtransmits the network stream to the receiving interface 52 in thenetwork protocol. Packaging may include data organization and insertioninto network packets. Each network packet may include a header withpayload data attached to the header. The payload data is typicallycomprises gaming machine related data. The receiving interface unpacksthe data from the network packets and protocol and sends it to theaccounting server 71 in the SAS protocol. Player tracking unitsmanufactured by Bally's gaming systems may use a Slot Data System (SDS)protocol to send information from the player tracking unit to aninterface 52, which then packages the data in network protocol andtransmits the network stream to the receiving interface 52, which thenunpacks the data from the network protocol and sends it to an accountingserver 71 in the SDS protocol. In some cases the functions of theaccounting server 71 and the player tracking server 73 may be executedby the same server.

The proprietary protocol for different network gaming services may bethe same or different depending on the manufacturer providing thenetwork gaming service and the type of the network gaming service. Forinstance, IGT may provide accounting services and player trackingservices using SAS, but, may provide progressive game services using aprogressive game service protocol different from SAS. In general, theconnections 54 may carry messages in a variety of application specificprotocols, including progressive game service protocols, bonus gameservice protocols, player tracking service protocols, cashless ticketingservice protocols, game downloading service protocols, prize serviceprotocols, entertainment content service protocols, concierge serviceprotocols, lottery service protocols and money transfer serviceprotocols.

In the past, gaming machine function software, communication protocolsand communication hardware have been kept proprietary. The proprietarynature of the software and protocols makes it difficult for outsidesoftware vendors to develop player tracking applications. Anotheradvantage of using a common communication protocol in system 50 isimproved extensibility of the system. System 50 allows gamingmanufactures and casino operators to add new extensions to protocols ornew protocols that are able to share the common network communicationprotocol and hardware. This allows gaming manufactures and casinooperators to add software and gaming machine functions that require newproprietary extensions and new proprietary protocols—without rewiringthe entire network or adding a new hardware network. This also allowsoutside vendors to develop software for use in the system, such asplayer tracking software, without the need for developing,manufacturing, and installing proprietary hardware for the system. Inthis manner, the present invention facilitates open software and gamingfunction development in the gaming machine industry.

The open architecture provided by system 50 also allows for networkfunctionality and services not conventionally associated with a gamingmachine network. In many cases, hardware and software responsible forimplementing networked communication services may be added to eachnetwork interface 52. The network services may include routingcapabilities, efficient or enhanced switching practices, Gatewayfunctions, and firewall functionality. For example, one or morecommunication interfaces 52 may implement firewall functionality thatcontrols packet traffic within network 60 and provides virus protection.In a specific embodiment, a separate communication interface 52 isimplemented in system 50 and dedicated to provide hosting functions forall communication interfaces 52 the system. Each communication interface52 may also provide encryption and decryption services to protect theintegrity of data transmitted within network 60.

Networked communication services according to system 50 also allowcommunication outside of local network 60. For example, local network 60may be implemented in a casino and communication interface 52 a providescommunication services with a gaming machine manufacturer, such as IGTof Reno, Nev., located in a separate city away from the casino. In oneembodiment, the present invention employs commercially available networktopologies between communication interfaces 52.

For communication interfaces 52, a logic device in each interface may beconfigured to perform a number of communication functions. The logicdevice may 1) send gaming data to a network node such as one of theservers 71-74 and 2) receive gaming data from a network node such asanother gaming machine or one of the servers 71-74. Further, eachcommunication interface 52 may contain a memory arranged to store a) aplurality of different network, non-network and proprietarycommunication protocols, e.g., for communicating with master gamingcontrollers on different types of gaming machines and peripheraldevices, b) a plurality of different network and non-networkcommunication protocols to communicate with different servers 71-74.

Thus, to facilitate packaging and translation between communicationprotocols, any number of different network and non-network communicationprotocols may be stored in memory on a gaming machine 2 or communicationinterface 52 allowing the gaming machine or communication interface 52to communicate data with many different devices. Typically, non-networkprotocols are loaded into software of its respective device, forexample, when the gaming machine or communication interface isinitialized. However, communication protocols may also be loaded andunloaded from software while the gaming machine or communicationinterface is operating.

As an example, a memory on the communication interface 52 a may store ormay be easily updated to store a proprietary communication protocol fora first type of player tracking server manufactured by IGT (Reno, Nev.),a second communication protocol for a second type of player trackingserver manufactured by Bally Gaming systems (Las Vegas, Nev.) and athird communication protocol for a third type of player tracking servermanufactured by Acres gaming (Las Vegas, Nev.). In this case, gamingmachine 2 a may communicate with the three different types of playertracking servers, as well as many other types of player trackingservers, without replacing the player tracking hardware on gamingmachine 2 a. Therefore, a communication interface 52 a with a memorystoring communication protocols for different types of player trackingand gaming machines may be installed for a gaming machine in a firstcasino using a first type of player tracking server or for a gamingmachine in a second casino using a second type of player trackingserver. An advantage of communication interfaces 52 that may communicatewith many types of gaming service servers is that a gaming machineoperator, maintaining a number of gaming machines connected to aparticular sets of proprietary gaming services, may change the gamingservices by reconfiguring software on each of the communicationinterfaces 52 and avoid replacing the gaming service hardware, e.g.,player tracking hardware, for each gaming machine.

As another example, a memory on the communication interfaces 52 maystore or may be easily updated to store communication protocols allowingthe interfaces 52 to communicate with master gaming controllers on anumber of different types of gaming machines such as gaming machinemanufactured by IGT, Bally gaming systems and Acres gaming. Thus, eachcommunication interface 52 may be configured to operate with aparticular type of gaming machine by loading a communication protocolfrom the memory allowing the interface 52 to communicate with the mastergaming controller of the particular type of gaming machine. In additionto changing the communication protocol software to deploy thecommunication interface 52 with different types of gaming machines,connection 54 hardware, such as cabling and pin connectors, in interface52 may have to be modified to enable communications between the mastergaming controller and the interface 52. In some embodiments of thepresent invention, a conventional communication connection 54 isemployed in an interface 52 to simplify the connection process. Anexample of a standard connection scheme and communication protocol for agaming machine such as USB is described U.S. patent application Ser. No.09/414,659 entitled STANDARD PERIPHERAL COMMUNICATION, filed Oct. 6,1999 which is incorporated in its entirety and for all purposes.

FIG. 1B is a block diagram of gaming machines 2 a-2 c with embodimentsof communication interfaces 52 of the present invention. Communicationinterface 52 b is included in a player tracking unit 230 that is locatedwithin a top box 209 mounted on gaming machine 2 b. Communicationinterface 52 a is included in a main communication board 210 a within amain cabinet of gaming machine 2 a. Communication interface 52 c is adedicated communication interface mounted on the side of a main cabinetof gaming machine 2 c. The gaming machines 2 a-2 c each contain adisplay 202, a master gaming controller 204 and a main communicationboard 210. The main communication board 210 manages data traffictransmitted to and from each gaming machine 2.

The main communication board 210 may be utilized by the master gamingcontroller 204 to communicate with devices outside of the gaming machinesuch as game service servers described with reference FIG. 1A or deviceswithin the gaming machine 2 which the master gaming controller 204 doesnot directly control. For example, master gaming controller 204 b doesnot directly control the player tracking unit 230 and the communicationinterface 52 included in the player tracking unit 230. Thus, mastergaming controller 204 communicates with these devices using the maincommunication board 210 as a communication interface. Further, whencommunication interface 52 c is located outside of the gaming machine 2,the master gaming controller may communicate with these devices usingthe main communication board 210 in the same manner as when the devicesare mounted within the main cabinet 8 of the gaming machine 2. Thecommunication interface 52 may receive all messages transmitted by thegaming machine 2 via the main communication board 210 used by the gamingmachine and may receive all messages sent to the gaming machine fromoutside devices such as game service servers. It is noted that thepresent invention is not limited for use with a main communication board210 and may be connected to any appropriate interface on the gamingmachine.

In FIG. 1B, the gaming machines 2 and player tracking units 230, 235 and240 communicate with network 60 and any of its service nodes viacommunication interfaces 52. For example, the player tracking units 230,235 and 240 communicate with the master gaming controller 204 and maycommunicate with a data control unit connected to a player trackingserver in network 60 via communication interfaces 52. The presentinvention may be employed with many different connection schemes betweena player tracking unit, master gaming controller, communicationinterface 52 and network 60 and is not limited to the examples shown inFIG. 1B. For instance, the communication interface 52 b in playertracking unit 230 may be directly connected to the master gamingcontroller 204 bypassing the main communication board 210. In anotherexample, the communication interface 52 b in player tracking unit 230may be connected directly to a master gaming controller 204 and directlyto network 60 without using a main communication board 210. Playertracking units 230, 235 and 240 may also include other peripheralcomponents such as a processor 206, card reader 208, display 212.

The master gaming controllers 204 manage one or more gaming machinefunctions such as games played on the gaming machine and displayed ondisplay 202. Gaming machines that may use the communication interfacesof the present invention are not limited to video gaming machines andmay be used with many types of pre-existing and future gaming machines.For instance, the gaming machines may be upright gaming machines, slanttop gaming machines and bar top gaming machines providing video games ofchance, mechanical slot games and combinations of video and mechanicalgames as well as bonus games. Games that may be played on the gamingmachine with a player tracking unit of the present invention include avideo bingo game, a video lottery game, a video black jack game, a videoslot game, a mechanical slot game, a video poker game, a video keno gameand a video pachinko game. The gaming machines may or may not includetop boxes.

In particular embodiments, the master gaming controller may include oneor more of the following: a) a memory arranged to store software for anetwork communication protocol, b) a memory arranged to store softwarefor a non-network communication protocol such as a proprietarycommunication protocol used by one of the gaming machine functions ofgaming machine 2, c) a memory arranged to store a plurality of devicedrivers for different types of gaming machine peripheral devices, d)software that allows the master gaming controller to detect gamingevents on the one or more peripheral devices, e) software for anon-network communication protocol that allows communication with agaming peripheral or other peripheral service via a peripheralcommunication connection (e.g., such as a USB communication protocol),and f) a plurality of different types of communication protocolsallowing the gaming machine to communicate with a plurality of differenttypes of gaming machine services such as accounting, player tracking,etc.

A gaming machine 2 may also include a peripheral communicationconnection to a communication interface 52, such as gaming machine 2 c.Thus, the master gaming controller 204 may include a memory arranged tostore software for a proprietary communication protocol that allowscommunication with communication interface 52 unit via the peripheralcommunication connection. In one embodiment, the peripheralcommunication connection is USB.

FIGS. 2A and 2B are block diagrams of communication interface 52 c indigital communication with master gaming controller 204 on gamingmachine 2 c of FIG. 1B in accordance with a specific embodiment of thepresent invention. FIG. 2A shows the outside of the communicationinterface 52. In one embodiment, the communication interface 52 may beencased within an enclosure 500. The enclosure 500 may include amounting bracket 502 for mounting the communication interface 52 to asurface such as a surface within the main cabinet of a gaming machine.

The enclosure 500 may contain a number of cut-outs for power interfacesand communication ports. A power interface 504 may be placed on onesurface of the enclosure. A network communication port 508 and eightcommunication ports 506 are placed on the front of the enclosure. Thecommunication ports 508 may be designed to accommodate different gameservice connections 54 as described with reference to FIG. 1A.

FIG. 2B is a block diagram of components used in the communicationinterface 52. The interface 52 may contain a separate DC power supply518. A multi-port communication board 514 may receive communicationsfrom a number of game service connections 54 associated with eachcommunication port 506. Each communication port 506 may be configured bythe processor 516 to allow communications with a particular game serviceconnection 54. In one embodiment, communications between the processor516, the multi-port communication board 514 and the network interfaceboard 512 may be transmitted over a PC 104 Bus 510.

As described with reference to FIG. 1A, each communication port 506 maybe configured for a particular physical communication protocol thatallows messages to be communicated in a particular proprietarycommunication protocol. For instance, when a particular game serviceinterface utilizes an asynchronous serial physical interface, aprocessor 516 may configure a port on the multi-port communication board514 to accept a certain baud rate, number of stop bits, number of stopbits and type of parity (e.g. none, odd, even and wake-up) which allowthe communication interface 52 to receive communications from the gamingmachine in a non-network communication protocol. In addition, the portmay be provided a port number and host IP number which allows a gameservice server or some other device located outside of the gamingmachine to address messages to a particular port on the communicationinterface 52. As another example, a port may be configured by theprocessor 516 to use a synchronous serial physical communicationprotocol. In this case, the bit rate, protocol type, Host IP address,CRC yes/no, CRC type and port number may be configured for the port. Inone embodiment, processor 516 includes multiple processing sources whereone of processing sources is an Intel Ethernet chip, such as the Intel82558.

The ports on the multi-port communication board 514 may bereconfigurable. Thus, at one time, a first port on the multi-portcommunication board 514 may be configured as an asynchronous serial portand at a later time the first port may be configured as a synchronousserial port. Further, each port may be configured to transmit adifferent proprietary communication protocol from the gaming machine.Thus, a first port may receive an accounting service protocol, while asecond port may receive a concierge service protocol, and a third portmay receive a bonus game protocol. Also, the first port may be used tocommunicate with an accounting server, while the second port maycommunicate with a concierge server and the third port may communicatewith a bonus game server. The processor 516 may obtain configurationinformation for each port from data stored in the EEPROM 522.

In addition, the EEPROM 522 may contain all of the processor logic usedby the processor 516. For instance, the EEPROM 522 may contain processorlogic allowing the processor to package messages from a non-networkprotocol to a network protocol such as from a proprietary communicationprotocol of the gaming machine to a network communication protocol suchas TCP/IP. In addition, the EEPROM 522 may contain processor logicallowing the processor to encrypt messages.

The network interface board 512 allows the communication interface 52 toutilize a particular network interface 528, or network line 57 (FIG.1A). For example, the network interface 528 may be a wired Ethernetconnection or wireless radio connection where communication with thenetwork interface is enabled by the network interface board 512.

Using TCP/IP and a common network protocol in a gaming system alsoallows for network services not typically associated with gaming machinenetworks to be added to a gaming machine system such as that describedin FIG. 1A. For traffic maintenance purposes for example, a firewall 520may be placed between the network interface board and the networkinterface 528. The internal firewall 520 may be hardware, software orcombinations of both that prevent undesirable access of the gamingmachine by an outside entity. For instance, an undesirable access may bean attempt to plant a program in the gaming machine that alters theoperation of the gaming machine.

In another embodiment, communication interface 52 includes a multiplexerfor multiplexing communications between a gaming machine and one or moregame service servers. The multiplexer may be characterized asincluding: 1) processor logic that multiplexes and de-multiplexesmessages between the one or more communication ports and the networkcommunication port and that converts between the non-networkcommunication protocol and the network communication protocol.

In specific embodiments, communication interface 52 may implement aTCP/IP communication protocol as the network communication protocol andthe non-network communication protocols may be selected from the groupconsisting of a progressive game service protocol, a bonus game serviceprotocol, a player tracking service protocol, a cashless/ticketingservice protocol, a game downloading service protocol, a prize serviceprotocol, an entertainment content service protocol, a concierge serviceprotocol, a lottery service protocol and a money transfer serviceprotocol. A physical interface for the one or more communication portsmay be selected from the group consisting of RS-422/485, Fiber Optic,RS-232, DCS Current Loop, Link Progressive Current Loop, FireWire,Ethernet and USB. The one or more communication ports may comprise 8 to16 communication ports.

Turning to FIG. 3, more details of gaming machine 2 a are described.Machine 2 a includes a main cabinet 4, which generally surrounds themachine interior (not shown) and is viewable by users. The main cabinet4 includes a main door 8 on the front of the machine, which opens toprovide access to the interior of the machine. Attached to the main doorare player-input switches or buttons 32, a coin acceptor 28, and a billvalidator 30, a coin tray 38, and a belly glass 40. Viewable through themain door is a video display monitor 34 and an information panel 36. Thedisplay monitor 34 will typically be a cathode ray tube, high resolutionflat-panel LCD, or other conventional electronically controlled videomonitor. The information panel 36 may be a back-lit, silk screened glasspanel with lettering to indicate general game information including, forexample, the number of coins played. The bill validator 30, player-inputswitches 32, video display monitor 34, and information panel are devicesused to play a game on the game machine 2 a. The devices are controlledby circuitry housed inside the main cabinet 4 of the machine 2 a.

The gaming machine 2 a includes a top box 6, which sits on top of themain cabinet 4. The top box 6 houses a number of devices, which may beused to add features to a game being played on the gaming machine 2 a,including speakers 10, 12, 14, a ticket printer 18 which may printbar-coded tickets 20 used as cashless instruments. The player trackingunit mounted within the top box 6 includes a key pad 22 for enteringplayer tracking information, a florescent display 16 for displayingplayer tracking information, a card reader 24 for entering a magneticstriped card containing player tracking information, a microphone 43 forinputting voice data, a speaker 42 for projecting sounds and a lightpanel 44 for display various light patterns used to convey gaminginformation. In other embodiments, the player tracking unit andassociated player tracking interface devices, such as 16, 22, 24, 42, 43and 44, may be mounted within the main cabinet 4 of the gaming machine,on top of the gaming machine, or on the side of the main cabinet of thegaming machine.

Understand that gaming machine 2 a is but one example from a wide rangeof gaming machine designs on which the present invention may beimplemented. For example, not all suitable gaming machines have topboxes or player tracking features. Further, some gaming machines havetwo or more game displays—mechanical and/or video. And, some gamingmachines are designed for bar tables and have displays that faceupwards. Still further, some machines may be designed entirely forcashless systems. Such machines may not include such features as billvalidators, coin acceptors and coin trays. Instead, they may have onlyticket readers, card readers and ticket dispensers. Those of skill inthe art will understand that the present can be deployed on most anygaming machine now available or hereafter developed.

Returning to the example of FIG. 3, when a user wishes to play thegaming machine 2 a, he or she inserts cash through the coin acceptor 28or bill validator 30. In addition, the player may use a cashlessinstrument of some type to register credits on the gaming machine 2 a.For example, the bill validator 30 may accept a printed ticket voucher,including 20, as an indicia of credit. As another example, the cardreader 24 may accept a debit card or a smart card containing cash orcredit information that may be used to register credits on the gamingmachine.

During the course of a game, a player may be required to make a numberof decisions, which affect the outcome of the game. For example, aplayer may vary his or her wager on a particular game, select a prizefor a particular game, or make game decisions which affect the outcomeof a particular game. The player may make these choices using theplayer-input switches 32, the video display screen 34 or using someother device which enables a player to input information into the gamingmachine.

During certain game functions and events, the gaming machine 2 a maydisplay visual and auditory effects that can be perceived by the player.These effects add to the excitement of a game, which makes a player morelikely to continue playing. Auditory effects include various sounds thatare projected by the speakers 10, 12, 14. Visual effects includeflashing lights, strobing lights or other patterns displayed from lightson the gaming machine 2 a, from lights behind the belly glass 40 or thelight panel on the player tracking unit 44.

After the player has completed a game, the player may receive gametokens from the coin tray 38 or the ticket 20 from the printer 18, whichmay be used for further games or to redeem a prize. Further, the playermay receive a ticket 20 for food, merchandise, or games from the printer18. The type of ticket 20 may be related to past game playing recordedby the player tracking software within the gaming machine 2 a. In someembodiments, these tickets may be used by a game player to obtain gameservices.

One related method of gaining and maintaining a game player's interestin game play are player tracking programs which are offered at variouscasinos. Player tracking programs provide rewards to players thattypically correspond to the player's level of patronage (e.g., to theplayer's playing frequency and/or total amount of game plays at a givencasino). Player tracking rewards may be free meals, free lodging and/orfree entertainment. These rewards may help to sustain a game player'sinterest in additional game play during a visit to a gamingestablishment and may entice a player to visit a gaming establishment topartake in various gaming activities.

An open architecture network of the present invention using a commoncommunication protocol may be achieved in a convention gaming machinenetwork using a set of player tracking units. FIG. 4 shows an example ofa player tracking unit that allows an open architecture network asdescribed in FIG. 1. An advantage of this approach is that an existinggaming machine network may be upgraded to open architecture status, thusallowing expansion to proprietary software and other benefitsunattainable on the gaming system network hardware before such animprovement.

The player tracking units may each include a communication interface anda memory arranged to store a plurality of different communicationprotocols allowing the player tracking units to communicate with aplurality of different types of gaming machines and a plurality ofdifferent types of gaming service servers via network and non-networkcommunication protocols. The software on the player tracking unit mayalso be designed or configured to accommodate new communicationprotocols such as new player tracking and accounting communicationprotocols. The player tracking unit may contain many different types ofplayer tracking peripheral devices such as card readers, key pads,displays, bonus buttons and biometric input mechanisms. To easeapplication of the present invention with established gaming machinenetworks, the player tracking units may some standard hardware andsoftware components allowing the player tracking unit to fit in manydifferent types of conventional gaming machines with minimalmodifications to the player tracking unit or the gaming machine.

FIG. 4 is a simplified block diagram of an embodiment of player trackingunit 230 in communication with master gaming controller 204 b on gamingmachine 2 b (see FIG. 1B). The present invention is not limited to theplayer tracking network shown in the FIG. 4 and other possible elementsof a player tracking system, such as a data collection units andtranslators, may also be used. Player tracking unit 230 includes a logicdevice 310 enclosed in a logic device housing and a number of playertracking devices including a card reader 350, a display 352, a key pad354 and other player tracking devices 356 enclosed in a device housing311. The logic device 310 for the player tracking unit and the playertracking devices may be single unit enclosed in a single housing ormultiple units enclosed in one or more housings.

The logic device 310 may include a processor 302 for executing softwareallowing the player tracking unit to perform various player trackingfunctions such as communicating with network 60, communicating with themaster gaming controller 204 or operating the various peripheral devicessuch as the card reader 350, the display 352, the key pad 354 and thebonus button 355. For instance, the logic device 310 may send messagescontaining player tracking information to the display 352. The logicdevice 310 may utilize a microprocessor or a microcontroller. In oneembodiment, application software for the player tracking unit 230 andconfiguration information for the player tracking unit may be stored ina memory device such as an EPROM 308, a non-volatile memory, hard driveor a flash memory.

The player tracking unit may include a memory 316 configured tostore: 1) player tracking software 314 such as data collection software,2) player tracking communication protocols (e.g. 320, 322, 324) allowingthe player tracking unit 300 to communicate with different types ofplayer tracking servers, 3) device drivers for many types of playertracking devices (e.g. 330 and 332), 4) network communication protocols(e.g. 340) such as TCP/IP allowing the player tracking unit tocommunicate with network nodes and devices using these protocols and 5)non-network communication protocols (e.g. 342) allowing the logic deviceto communicate with different types of master gaming controllers (e.g.master gaming controllers using different types of communicationprotocols) such as 204, and other peripheral devices used in gamingmachine 2 b. Typically, the master gaming controller communicates withplayer tracking unit 230 using a serial communication protocol. A fewexamples of serial communication protocols that may be used tocommunicate with a master gaming controller include but are not limitedto USB, and Netplex (a proprietary protocol developed by IGT, Reno,Nev.).

In some embodiments, the software units stored in the memory 316 may beupgraded as needed. For instance, when the memory 316 is a hard drive,new device drivers or new network and non-network communicationprotocols may be uploaded to the memory from the master gamingcontroller 204, the player tracking server 220 or from some otherexternal device. As another example, when the memory 316 is a CD/DVDdrive containing a CD/DVD designed or configured to store the playertracking software 314, the device drivers and communication protocols,the software stored in the memory may be upgraded by replacing a firstCD/DVD with a second CD/DVD. In yet another example, when the memory 316uses one or more flash memory units designed or configured to store theplayer tracking software 314, the device drivers and communicationprotocols, the software stored in the flash memory units may be upgradedby replacing one or more flash memory units with new flash memory unitsstoring the upgraded software.

The logic device 310 includes a communication interface board 306configured or designed to allow communication between the playertracking unit 230 and other network nodes and devices, such as a playertracking server residing on local area networks such as a casino areanetwork or a wide area network such as the Internet. The communicationinterface board 306 may allow wireless or wired communication with thenetwork devices. The communication interface board may be incommunication with a firewall 312. Firewall 312 may be hardware,software or combinations of both that prevent undesirable access of thegaming machine by an outside entity connected to the gaming machine. Theinternal firewall is designed to prevent someone such as a hacker fromgaining unintended access to the player tracking unit or gaming machineand tampering with it in some manner.

The communication board 304 may be configured to allow communicationbetween the logic device 310 and the player tracking devices including350, 352, 354, 355 and 356 and to allow communication between the logicdevice 310 and the master gaming controller 204. The communicationbetween the player tracking unit 300 and 1) the player tracking devices,2) the master gaming controller 204, 3) the network 60 and 4) any otherexternal or internal gaming devices, may be encrypted.

The player tracking unit 300 may include one or more standard peripheralcommunication connections (not shown). The logic device 310 may bedesigned or configured to communicate with the master gaming controller204 using a standard peripheral connection using a standardcommunication protocol such as USB. The USB standard allows for a numberof standard USB connectors that may be used with the present invention.The player tracking unit 230 may contain a hub connected to theperipheral communication connection and containing a plurality ofperipheral communication connections.

FIG. 5 is a process flow 600 depicting a method providing communicationsbetween a gaming machine and one or more devices on a network, such asgame service servers, using communication techniques of the presentinvention. Process flow 600 may take place in any communicationinterface and gaming machine network, such as those described in FIG. 1.Processes in accordance with the present invention may include up toseveral additional steps not described or illustrated here in order notto obscure the present invention. While data transmission will now bedescribed as a method, those skilled in the area will recognize that thepresent invention encompasses a system or software having units capableof performing the actions as described below.

Process flow 600 begins by configuring communication ports included in acommunication interface. One communication port is configured tocommunicate data according to a first communication protocol used by afirst gaming machine function on the gaming machine (602). A secondcommunication port is configured to communicate data according to asecond communication protocol used by a second gaming machine functionon the gaming machine (604). The communication interface device mayattain initial parameters for each communication port. In oneembodiment, the parameters may be obtained from memory or a boot server.The configuration file for the communication interface device may bestored on the communication interface device, for example, on an EEPROM.All ports on a communication interface device are not necessarily used.For example, the communication interface device may contain 16 portswhere only 5 are used.

The ports may each be mapped to different gaming machine functions andservices. For instance, port 1 may communicate according to anaccounting protocol, port 2 may communicate according to a bonus gameprotocol, port 3 may communicate according to a concierge serviceprotocol and port 4 may communicate according to a cashless ticketingprotocol. A physical communication protocol (e.g. asynchronous serial orsynchronous serial) is also set for each port. The physicalcommunication protocol allows messages in the application or proprietaryprotocol to be transmitted using the communication port.

Configuration according to 602 and 604 may also include establishing aconnection between each port and the device associated with the port.For example, when port 2 communicates with a master game controller forbonus game services, then communication between the master gamecontroller and port 2 is established.

When the communications interface is implemented within a playertracking unit, the communications interface establishes communicationwith a master gaming controller on the gaming machine using an initialcommunication protocol of some type. To do so, the communicationsinterface determines the gaming machine type and configures itself tocommunicate in a communication format used by a master gaming controlleron the gaming machine such as USB or RS-232. The player tracking unitmay determine which gaming machine functions and services are to beexecuted by the communications interface. The gaming machine functionsand services may be distributed between logic devices located on theplayer tracking unit, located on the gaming machine, or other gamingperipheral devices. For example, the master gaming controller may sendgame usage information directly to the player tracking server. In thisexample, the player tracking unit may not poll the gaming machine forgame usage information because this player tracking function isperformed by the gaming machine.

The communications interface may optionally establish communicationswith each of the peripheral devices using an initial communicationprotocol such as USB and determine the peripheral device types. Forinstance, the peripheral device type may be a card reader by aparticular manufacturer. The communications interface, player trackingunit or gaming machine may load peripheral device drivers for each typeof peripheral device. Some of the peripheral devices may be operated bya master gaming controller on the gaming machine.

Process flow 600 then proceeds by establishing a communicationconnection between the communication interface and a server or node inthe network using a third communication protocol (606). In general, anydevice capable of TCP/IP communications may communicate with acommunications interface of the present invention. In embodiments whereTCP/IP is implemented as the network protocol, this implies that thecommunication interface knows the IP address of the server or devicebeing contacted. In addition, the communication interface may receive anIP address from a boot server upon initial powering and after internalself checks. This may include contact with a boot server using a TCP/IPprotocol to obtain the IP address. To obtain an IP address, thecommunication interface device may send a MAC (media access) address tothe boot server. After authentication of the MAC address by the bootserver, the boot server may assign the communication interface device anIP address.

The communication interface may then establish a communicationconnection with a device or node on the network such as a remote server(608). For instance, a TCP/IP communication may be used to establishconnections with the remote server. After establishing communicationsbetween the ports and devices associated with each end of thetransmission, the communication interface device may be used as aconduit for communications between the server and the gaming machine.

Data is then transmitted from the server to the communication interfaceusing the network communication protocol (610). For example, thecommunication interface may download gaming machine data from the remoteserver. Process flow 600 is particularly useful for downloading gamingsoftware from a remote server, such as a gaming software provider notlocal to a casino, to one or more gaming machines in the casino. Oneadvantage of downloading gaming software in this manner is that it maysimplify the process of upgrading software, such as upgrading gamesplayable on the gaming machine.

After the data is received, it may then be converting the data from thenetwork communication protocol to one of the first and secondcommunication protocols (612). The data is then transmitted from thecommunication interface to the gaming machine in the one of the firstand second non-network communication protocols (614). After the data isreceived by the gaming machine, the gaming machine may load or otherwiseuse the data downloaded from the communication interface.

When new gaming software is developed, that gaming software is typicallysubmitted, for approval, to an official approval agency of each gamingjurisdiction in which the gaming software will be used. The new gamingsoftware is evaluated by each official approval agency according torules established in the gaming jurisdiction of the agency. Gamingmachine software that is regulated by a gaming jurisdiction may bereferred to as “regulated gaming software.” When gaming software isapproved in a jurisdiction, a unique signature is devised for theregulated gaming software and the gaming signature is registered withthe jurisdiction. The unique signature is used to insure gaming softwareinstalled on a gaming machine has been approved. Usually, the signaturefor the gaming software on each gaming machine is inspected after isshipped to a particular gaming jurisdiction to determine whether thesignature for the gaming software matches a gaming signature approvedfor the gaming machine. A gaming machine with an invalid signature isnot allowed to operate. This procedure, which may be time consuming andexpensive, may be required each time software is modified on the gamingmachine.

For instance, for many gaming machines currently operating (nearly700,000), most of the software on the gaming machines may be provided onEEPROMs where the software on the EEPROMs allows the master gamingcontroller to provide all gaming functions on the gaming machine such asgame play and communications. Using EEPROMs, a gaming machine may beused to provide many different games. However, a different EEPROM may beused for each game. When new gaming software for an EEPROM is developed,it is submitted for testing and approval. After the gaming software isapproved, it is typically burnt onto the EEPROM.

The number of bits stored on the EEPROM may be summed in some manner toprovide a unique signature for each type of EEPROM. The signature foreach type of EEPROM may be registered with each gaming jurisdiction.When a gaming machine with a particular EEPROM arrives in a particulargaming jurisdiction, the EEPROM is tested to verify its authenticityagainst a registered game signature for the EEPROM using a testingdevice of some type. When the signature for the tested EEPROM does notcompare with the registered signature for the EEPROM, the EEPROM may notbe used. Hence, the gaming machine using the EEPROM may not be operateduntil an approved EEPROM is installed in the gaming machine.

Some communication functions provided by the multiplexer communicationdevice 304, such as protocol capabilities, could be provided bymodifying software on the gaming machine. However, since each time thesoftware on an existing gaming machine is modified it must be submittedfor re-approval, this approach may be impractical. For instance, in theexample above, a new EEPROM with additional communication software couldbe developed and installed on a gaming machine after the EEPROM passedthe approval and inspection process. Currently, nearly 700,000 gamingmachines are being utilized in jurisdictions where gaming software isregulated. The installation of new protocol communication software onall of these gaming machines might cost hundreds of millions of dollars.Further, the process would have to be repeated each time new protocolcommunication software was installed. Thus, since the communicationinterface 52 provides additional communication capabilities to thegaming machine without modifying regulated gaming software on the gamingmachine, an advantage of using communication interface 52 to providecommunication functions may be reduced costs associated with re-approvalof software on the gaming machine.

One advantage of open architecture communication techniques describedherein is improved communication extensibility. For instance, to upgradethe communication protocol on an existing player tracking server or toutilize a new player tracking server that utilizes a more efficientcommunication protocol to transfer gaming information, a casino operatormight have to replace expensive player tracking units in all of itsgaming machines to enable communications with the new player trackingserver. When completed, only one model of many would have the enhancedcapability and the same effort would need to be repeated for manyvarious models of player tracking units.

Another advantage of gaming machine communication techniques describedherein is improved data transmission speeds. Network gaming services,which require communicating ever larger amounts of information, arebecoming increasingly important in the gaming industry. The limitedcommunication capabilities of current systems make it difficult for agaming machine operator to upgrade gaming machine functions andservices.

Although the foregoing invention has been described in some detail forpurposes of clarity of understanding, it will be apparent that certainchanges and modifications may be practiced within the scope of theappended claims. For instance, while the gaming machines of thisinvention have been depicted as upright models having top box mounted ontop of the main gaming machine cabinet, the use of gaming devices inaccordance with this invention is not so limited. However, gamingmachines may also be provided without a top box or the gaming machinemay be of a slant-top or table top design. Alternately, some of thenetwork hardware used for each gaming service may require the use ofadditional hardware within the gaming machine. For example, for playertracking services, an interface board is usually provided within thegaming machine that is connected to the player tracking networkhardware. The interface board may use a particular proprietarycommunication protocol to communicate with the player tracking server.There are many different manufacturers of player tracking interfaceboards and the type of proprietary communication protocol used on eachinterface board varies from manufacturer to manufacturer. Also, a fiberoptic network is often used to provide a connection to the progressivenetwork. Thus, a dedicated fiber optic communication interface may beprovided in each gaming machine.

1. A system for a gaming environment comprising: a plurality of gamingdevices configured to generate and output data; a data repositoryconfigured to collect data provided by said plurality of gaming devices,said data repository including at least one memory device; a pluralityof general casino operating systems, each of said plurality of generalcasino operating systems configured to utilize a particularcommunication protocol which is different than communication protocolsutilized by another general casino operating system and the datarepository; and at least one open interface provided between theplurality of general casino operating systems and the data repository,said open interface configured to permit communication between each ofthe plurality of general casino operating systems and the datarepository, wherein data collected by the data repository is transmittedto at least one of the plurality of general casino operating systems viathe at least one open interface.
 2. The system of claim 1, wherein theat least one open interface is configured to communicate data to each ofthe plurality of general casino operating systems to provide a pluralityof gaming machine functions.
 3. The system of claim 2, wherein theplurality of gaming machine functions is selected from a groupconsisting of progressive game services, bonus game services, playertracking services, cashless/ticketing services, game downloadingservices, prize services, entertainment content services, conciergeservices, lottery services and money transfer services.
 4. The system ofclaim 1, wherein the particular communication protocol is one of aTCP/IP, SLIP, and PPP communication protocol.
 5. The system of claim 1,wherein the particular communication protocol is selected from the groupconsisting of a progressive game service protocol, a bonus game serviceprotocol, a player tracking service protocol, a cashless/ticketingservice protocol, a game downloading service protocol, a prize serviceprotocol, an entertainment content service protocol, a concierge serviceprotocol, a lottery service protocol and a money transfer serviceprotocol.
 6. The system of claim 1, wherein each of the plurality ofgaming devices further comprise: a master gaming controller configuredto manage a game played on the gaming machine; and a communicationinterface device in communication with the master gaming controller, thecommunication interface device configured to communicate data andtranslate a plurality of communication protocols.
 7. The system of claim6, wherein the communication device is further configured to: receivedata formatted in a common communication protocol from the datarepository; and translate the data format from the common communicationprotocol to the particular communication protocol of each of theplurality of gaming devices.
 8. The system of claim 6, wherein thecommunication device is further configured to: translate data formattedin the particular communication protocol of each of the plurality ofgaming device to a common communication protocol; and transfer the dataformatted in the common communication protocol to the data repositoryvia the open interface.
 9. The system of claim 1, further comprising aplayer tracking unit configured to communicate with the data repositoryand each of the plurality of general casino operating systems, theplayer tracking unit comprising: a processor logic that employs a playertracking communication protocol for implementing a player trackingservice; and a communication interface device configured to communicatewith the data repository and each of the plurality of general casinooperating systems and configured to translate data received from thedata repository in a common communication protocol to the playertracking communication protocol.
 10. The system of claim 9, wherein thecommunication device is further configured to: translate data formattedin the player tracking communication protocol to the commoncommunication protocol; and transmit data formatted in the commoncommunication protocol to one of the plurality of gaming devices via acommunication interface associated with the one of the plurality ofgaming devices.
 11. A network architecture for a gaming environmentcomprising: a casino floor system including: a plurality of gamingdevices, each gaming device configured to present a plurality of gamesand generate data regarding gaming activities, and at least one datarepository configured to collect said generated data; and a main casinosystem, said main casino system including: at least one interfaceprovided between the main casino system and the casino floor system, theat least one interface configured to permit communication between themain casino system and the casino floor system; a plurality of generalcasino operating systems, each of said plurality of general casinooperating systems configured to utilize a particular communicationprotocol which is different than another general casino operatingsystem; and at least one open interface associated with each of theplurality of general casino operating systems, the at least one openinterface being configured to translate data formatted in a commoncommunication protocol to the particular communication protocolassociated with each of the plurality of general casino operatingsystems.
 12. The network architecture of claim 11, wherein the at leastone open interface includes a socket.
 13. The network architecture ofclaim 12, wherein the socket is selected from the group consisting ofRS-422/485, Fiber Optic, RS-232, DCS Current Loop, Link ProgressiveCurrent Loop, FireWire, Ethernet and USB.
 14. The network architectureof claim 11, wherein the main casino system further includes a pluralityof casino applications.
 15. The network architecture of claim 14,wherein the plurality of casino applications is selected from a groupconsisting of progressive game services, bonus game services, playertracking services, cashless/ticketing services, game downloadingservices, prize services, entertainment content services, conciergeservices, lottery services and money transfer services.
 16. The networkarchitecture of claim 11, wherein each of the plurality of gamingdevices further comprises: a master gaming controller configured tomanage the one or more games; and a communication interface device incommunication with the master gaming controller, the communicationinterface device configured to communicate data and translate aplurality of communication protocols.
 17. The network architecture ofclaim 11, further comprising: a player tracking unit configured tocommunicate with each of the plurality of gaming devices and the maincasino system, the player tracking unit comprising: a processor logicthat employs a player tracking communication protocol for implementing aplayer tracking service; and a communication interface device configuredto communicate with each of the plurality of gaming devices and the maincasino system, the communication interface configured to communicatedata and configured to translate data formatted in a non-player trackingunit communication protocol to the player tracking communicationprotocol.
 18. The network architecture of claim 11, wherein a firstgaming device of the plurality of gaming devices generates a first setof data and transmits said first set of data to the at least one datarepository; wherein the first set of data is stored at the at least onedata repository; wherein the at least one data repository transmits saidfirst set of data to the at least one open interface associated with afirst general casino operating system of the plurality of the generalcasino operating systems; wherein the at least one open interfacetranslates the first set of data formatted in a data repositorycommunication protocol to a first general casino operating systemcommunication protocol, the data repository communication protocol beinga communication protocol used by the at least one data repository andthe first general casino operating system communication protocol being aparticular communication protocol used by the first general casinooperating system.
 19. A method of processing data in a gamingenvironment, comprising: receiving, at a communication interface, dataformatted in a common communication protocol from a gaming servicesserver; determining, by the communication interface, a gaming machinecommunication protocol used by a gaming machine that is designated toreceive the data; translating, by the communication interface, dataformatted in the common communication protocol to the gaming machinecommunication protocol; and transmitting, by the communicationinterface, data formatted in the gaming machine communication protocolto the gaming machine.
 20. The method of claim 19, the method furthercomprising: receiving, at a communication interface, data formatted in acommon communication protocol from the gaming machine; determining, bythe communication interface, a gaming services server communicationprotocol used by the gaming services server that is designated toreceive the data; translating, by the communication interface, dataformatted in the common communication protocol to the gaming servicesserver communication protocol; and transmitting, by the communicationinterface, data formatted in the gaming services server communicationprotocol to the gaming services server.